My UX Camp Brighton session
It is high time to prepare for UX Camp Brighton. I have been tossing around some ideas and would love to get some feedback.
What should my session be about?
- Facilitating design workshops with non-designer's (discussing design with customers) (88%, 7 Votes)
- Digital Brand Identity (show and tell of a work in progress) (13%, 1 Votes)
- None of the above (try again) (0%, 0 Votes)
Total Voters: 8
Sum of 2010
It is the last day of work this year. One could say that things are finally winding down a bit. There are four of us left in the office this afternoon. One swearing over a difficult stage in Angry Birds while the others appear to be wrapping things up. The rest of our co-workers are either on holiday or are have left early to prepare for their new years eve parties. I figured this would be a great moment to reflect over the year that passed.
What do you do?

I step into the salon. The hairdressers are busy shortening and shaping their clients hair according to the latest fashions. All of them are engaged in conversations, talking about everything between heaven and earth. Still I am greeted by friendly smiles. I walk up to the register, one of the hairdressers apologizes to her client and comes over. I ask her if there is any possibility they can fit me in as I have an important meeting with a new client in the morning and am long overdue for a haircut.
-”Of course, have a seat. I will be ready in about fifteen minutes”.
Delighted I take a seat on one the modern square stools. None of the magazines available are of any interest so I listen in to the ongoing conversations.
Ask and Ye Shall Receive
I recently joined the User Interface Q&A Forum over at StackExchange. So far I´ve found it mostly an enjoyable experience and the StackExchange Moderation system really seems to work, keeping the answers civilized and driving engagement using an elegant reputation system.

Ever had a question on complicated UI Design patterns? Come join the fun.
Look what the cat dragged in?

An operating system with a scaleable UI is no small feat but an inevitable step in the long run given the ongoing development of pixel density in modern screens. I´m hoping this is one of the tricks Cupertino has prepared for “Lion” the next big release of Mac OS X to be previewed on Wednesday at the “Back to the Mac” event.
Got any predictions? Sound off in the comments.
Office space

We have moved to brand new offices in central Stockholm. I just came back after three weeks in Tokyo and walked right in to this amazing new environment. Every last surface and space is thought through and has been built according to our needs. Gone is the stale air, noise, bad lighting, cramped workspaces and overbooked conference rooms. Not having taken part in the move everything feels a bit alien and will take a few days to process. One thing is for certain: this will change everything.
Shazam! Abra kadabra! Bazinga! Ooohm…

I have an app on my phone that can identify any song just by listening to and analyzing a few seconds of the melody. If I did not understand how the underlying technology works it might be tempting to imagine that it operates by magic. How about if I know how the technology works? If I know how the songs fingerprints are created, stored and identified? If I know all that and still find myself amazed every time I use it, surely there must be something larger at play?
Heavy Rain – Limited gameplay interaction redefined?

I am very excited about Heavy Rain. Not on the pretence of the game being the next step in interactive storytelling or a more mature gaming experience. Besides what looks to be a good story set to beautiful visuals and a dynamic score there is a promise of better interaction. This game will tackle the issue of the dreaded Quick Time Event. Quick Time Events are best described as cut scenes where the actual gameplay is limited and the interaction is often of simple nature, e.g. press a button repeteadly at the right moment. The ambitions where originally even higher as the develepors had Sonys upcoming motion controller in mind. What Heavy Rain will try to do is create unique interactions for moves and actions and have them map more naturaly to physical actions from real life. The game will make use of all available inputs of the six axis hand controler and make use of multiple simulatinious inputs to create these more natural mappings. How well they manage to execute this remains to be seen but it would be good for the console game industry as a whole if Heavy Rain changes the traditionaly unimaginative QTE and replaces it with something a bit more immersive.

